One of the most recurring topics I see here is about the uber power of cottage spam, and the relative worthlessness of lumbermills, windmills and workshops. The only real thing done so far in the module to "slow" cottage spam is to make chopping take a bit more work to get. Could this all be fixed by just by reversing their order in the tech tree?
Specific suggestions would be:
1. Rename Education to Apprentiship. Instead of giving cottages it gives workshops.
2. Give cottages with Guilds.
3. Rename Tracking to Forestry. Have it give logging camps (reanmed lumbermills).
4. Give windmills and watermills at Construction.
5. Have Alchemy improve workshops.
6. Have Hidden Paths improve logging camps (and let elves make logging camps in forests/AFs).
7. Have engineering improve windmills and watermills.
8. Have arcane lore improve villages/towns.
Doing this would mean that lumber camps and workshops would both be valid early game improvements. Windmills and watermills would be early/mid game improvements. Finally, cottages would be late game improvements, and would come at a price... they would be initially weaker then the lumber camps, mills and workshops they were replacing. Likewise, at the same time you can get cottages you also get improvements to these more basic resources.
This would lead to much more diverse land development strategies. It would also mean that a civ that wanted to rush its financial development would be making sacrifices in their military/magic/religious development. More choices and tradeoffs are good things.
Pel.
Specific suggestions would be:
1. Rename Education to Apprentiship. Instead of giving cottages it gives workshops.
2. Give cottages with Guilds.
3. Rename Tracking to Forestry. Have it give logging camps (reanmed lumbermills).
4. Give windmills and watermills at Construction.
5. Have Alchemy improve workshops.
6. Have Hidden Paths improve logging camps (and let elves make logging camps in forests/AFs).
7. Have engineering improve windmills and watermills.
8. Have arcane lore improve villages/towns.
Doing this would mean that lumber camps and workshops would both be valid early game improvements. Windmills and watermills would be early/mid game improvements. Finally, cottages would be late game improvements, and would come at a price... they would be initially weaker then the lumber camps, mills and workshops they were replacing. Likewise, at the same time you can get cottages you also get improvements to these more basic resources.
This would lead to much more diverse land development strategies. It would also mean that a civ that wanted to rush its financial development would be making sacrifices in their military/magic/religious development. More choices and tradeoffs are good things.
Pel.